Vrock

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Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Sure. Why not? The Impossible bloodline fits pretty dang well, and depending on how the android was created there could be a whole bunch of interesting backstory sprouting from this. I say go for it.


Divine magic is unrestricted, just all abilities that explicitly require a god like the Deific Obedience feat. You can worship philosophies and such, that stuff's unchanged, so oracles should be fine, as should philosophy-worshipping clerics. Besides, I'm not looking to make resurrection harder. I'm looking for explicit wording in entries that already exist that makes resurrection really difficult or impossible to give the players plot details they have to work around.


In this particular setting, all gods have been null'd. Everything else is still intact, but there is no longer any way to get any direct help from any kind of deities. Pharasma is dead-as-doornail. This is why I'm searching for all the instances of things that can only be recovered from via direct deity intervention so I can properly plan for workarounds.


Kayerloth wrote:
At what level are you trying to restrict access

Effectively? Level 18+. Lower rung stuff still counts, but I'm looking for the hardcore stuff that explicitly requires something major, like a deity or a super rare situation to manifest.

Firebug wrote:

Breath of the Mantis God will force a caster level check to bring someone back from the dead.

Quieting Needles punish the person being brought back to life.
Soul Powered Magic prevents some means of raising the dead.
Cacodaemon and the like can trap the souls after the creature dies, making it harder to raise them.
Similar to Create Soul Gem
Edit: Oh and Death descriptor spells and abilities means Raise Dead doesn't work, you need Resurrection.

Oh, this is perfect. Exactly what I was looking for, thank you! I also found Soul Bind the level 9 spell from going through those, which is of the same nature since it requires you to break the gem somehow.


blahpers wrote:

One way to make it "harder" to resurrect someone is for it to have a meaningful price.

Fullmetal Alchemist has the idea of equivalent exchange. Before that, there was the Death Gate Cycle, in which

** spoiler omitted **

Both are so consequential as to be centerpieces of each work's respective plot.

I appreciate the idea! But I'm looking for what's already here. I will not be adding anything in to make resurrection more difficult.


33. Leveling up to 4, 8, 12, etc. grants you two ability points, but they have to be spent in different ability scores. This lets characters play with their other stats a bit more without screwing them over by not raising their primary class score.
34. Every session, the group gets to mulligan one roll.
35. A reroll from any source only counts once you get anything else. Rerolling a 6 into a 6 doesn't work, but rerolling a 6 into a 15 or a 6 into a 1 does.
36. All classes that aren't intelligence-based have, at minimum, 4+int skill points.
37. When reducing an enemy below 0 HP, you can just decide whether they're killed or unconscious. Nonlethal damage rules are clunky and poorly implemented.


Sorry, I should probably be more specific. I'm talking about standard pathfinder stuff. I don't want to forbid spells or force new constraints on resurrection, or otherwise prevent players from using it.

What I'm looking for are examples of already-existing creatures, spells, artifacts, etc. that FORCE extra constraints on resurrection. Stuff like "only two wishes can resurrect this character, one to recover the body and a second to resurrect them", or "only the direct intervention of a deity can resurrect this character". Stuff like that.


Hello! So I'm working on a campaign involving the magical equivalent of transhumanism in a pathfinder setting, and me and my cronies are trying to put together a list of the most restrictive requirements on effects for bringing someone back to life. Trouble is, I'm having a surprisingly difficult time trying to find this stuff.

Things like only two Wish/Miracle spells, things that require some outside force or circumstance to bring them back, having to find somebody's soul across planes, stuff like that.

The wording is very important on this, and "difficult resurrection counter" isn't a particularly searchable quality.

Does anybody know of a good list or some examples of "hard to fulfill resurrection requirements?" Something you would have to do beyond just hitting the true res button.


Hiya! So, in a game I'm running, I'm envisioning this might come up eventually.

Wild Arcana:
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
+
Esoteric Dragon Draconic Sorcerer Variant Bloodline Arcana:
When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.

Is it a correct reading that the sorcerer would be able to use wild arcana to cast psychic spells? Would the sorcerer have access to the entire psychic class spell list? Would the sorcerer be unable to use wild arcana to cast -any- psychic spell? I'm just a bit puzzled how best to read this.